Describe a game experience that changed how you play.
Playing Dungeon World and other Apocalypse World Engine games really changed how I approach games these days. The “Play To Find Out” mode of play is really interesting because it actively invites player input. It made me decide not to run Hoard of the Dragon Queen, because that module puts the adventuring party on rails and takes away a lot of their ‘agency’ in the module.
A player should have full authority over what their character does or attempts to do. And these long-term campaigns, they can be full of “no, you can’t do that” moments, and HotDQ relied on that to keep the story flowing. Needless to say, I didn’t think it was very good. And playing PTFO-games only strengthened that distaste.
That is not to say there are no problems with PTFO games. Rather, they tend to be rather sprawling and meandering, because there are all these loose threads introduced in play that may or may not need resolving. And as I wrote in the answer to question 9, I’m kind of done with large campaigns. It’s a fine line to walk: on one hand, you want to invite player input and not over-prepare; on the other hand, you want a coherent narrative that can be wrapped up in a reasonable time-frame. Best thing to do, I think, is to invite lots of input in the first half of the campaign, and then, during prep time, turn that into a single narrative and work towards a satisfying conclusion.